Should definitely cost 1RG. I think you meant that, but just making sure.
Otherwise, it's a really good design. I'd probably make the ultimate something a little more useful like "-3: CARDNAME deals 1 damage to each creature your opponents control. Creatures dealt damage this way can't block this turn."
Lantern's "this walker is actually good in Aggro" walkerGR
+1 "Lantern becomes a 3/3 creature with haste and trample til end of turn. (He loses the walker subtype and does not lose counters for damage)
-1 Lantern deals 2 damage to target creature or player.
-4 When a creature attacks it deals 1 damage to target creature or player til end of turn.
2 loyalty
I've been thinking about what a aggro walker would look like and I decided it would need to have its power in speed, but not power value. a 3/3 with trample and haste is realllllyyy good for 2 mana, but still dies to most bolts and midgame blocks. Its a ability aggro decks wouldnt mind playing on turn 3, as currently there is no 3/3 for 2 mana with abilities (haste and trample) you you get 2 mana dudes with the ability but are weaker (hellspark, strangle root)
The idea here is it stays with damage on curve, but scales into worse as time goes on, just like a normal aggro deck would. It can be blocked and killed, bolted after the first +1, and still can be bolted to death afterwords. it even makes +1ing dangerious each time.
The -1 is a shock. Shocking twice for 2 mana isnt bad at all, but its not awesome. What really makes it good for an aggro deck is the ability to either be damage output as a creature, or pinch removal for your dudes. And if you manage to +1 a few times, 6-8 damage off it (but still over 3-4 turns!) can really help aggro reach. Still, slow, and not overly powerful. Prettty aweful turn 7.
The -4 is really quick. its two activation, and it can ulti, and again, speed over value. giving a upgraded hellspark can end the game in a swarm deck or help get a few blockers out of the way for youre dudes. But even the best situations (nacatl -> walker -> goyf nacatl-> ulti) doesnt guarantee you the win. But its still very good.
Should definitely cost 1RG. I think you meant that, but just making sure.
Otherwise, it's a really good design. I'd probably make the ultimate something a little more useful like "-3: CARDNAME deals 1 damage to each creature your opponents control. Creatures dealt damage this way can't block this turn."
Need I remind that it wasn't THAT long ago that Watchwolf was considered pushed? Besides, you get the manamorphose dude + the soulbond haster as a way to pump out crazy starts in RG agro, you don't need a walker that does the same thing with tons of extra upside in a format that already sees UR delver as a problem and the next best answer as a BGx deck with abrupt decays.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Lantern's "this walker is actually good in Aggro" walkerGR
+1 "Lantern becomes a 3/3 creature with haste and trample til end of turn. (He loses the walker subtype and does not lose counters for damage)
-1 Lantern deals 2 damage to target creature or player.
-4 When a creature attacks it deals 1 damage to target creature or player til end of turn.
2 loyalty
I've been thinking about what a aggro walker would look like and I decided it would need to have its power in speed, but not power value. a 3/3 with trample and haste is realllllyyy good for 2 mana, but still dies to most bolts and midgame blocks. Its a ability aggro decks wouldnt mind playing on turn 3, as currently there is no 3/3 for 2 mana with abilities (haste and trample) you you get 2 mana dudes with the ability but are weaker (hellspark, strangle root)
The idea here is it stays with damage on curve, but scales into worse as time goes on, just like a normal aggro deck would. It can be blocked and killed, bolted after the first +1, and still can be bolted to death afterwords. it even makes +1ing dangerious each time.
The -1 is a shock. Shocking twice for 2 mana isnt bad at all, but its not awesome. What really makes it good for an aggro deck is the ability to either be damage output as a creature, or pinch removal for your dudes. And if you manage to +1 a few times, 6-8 damage off it (but still over 3-4 turns!) can really help aggro reach. Still, slow, and not overly powerful. Prettty aweful turn 7.
The -4 is really quick. its two activation, and it can ulti, and again, speed over value. giving a upgraded hellspark can end the game in a swarm deck or help get a few blockers out of the way for youre dudes. But even the best situations (nacatl -> walker -> goyf nacatl-> ulti) doesnt guarantee you the win. But its still very good.
"Filthy Agro Plebians"--elitist Esper Control player in staunch denial of the terrible-ness of control in the format.
UWB: +1 draw a card, -2 path to exile a creature, -5 demonic tutor, comes in at 2.
"Esper's Dream Planeswalker"
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Lantern's "this walker is actually good in Aggro" walkerGR
+1 "Lantern becomes a 3/3 creature with haste and trample til end of turn. (He loses the walker subtype and does not lose counters for damage)
-1 Lantern deals 2 damage to target creature or player.
-4 When a creature attacks it deals 1 damage to target creature or player til end of turn.
2 loyalty
I've been thinking about what a aggro walker would look like and I decided it would need to have its power in speed, but not power value. a 3/3 with trample and haste is realllllyyy good for 2 mana, but still dies to most bolts and midgame blocks. Its a ability aggro decks wouldnt mind playing on turn 3, as currently there is no 3/3 for 2 mana with abilities (haste and trample) you you get 2 mana dudes with the ability but are weaker (hellspark, strangle root)
The idea here is it stays with damage on curve, but scales into worse as time goes on, just like a normal aggro deck would. It can be blocked and killed, bolted after the first +1, and still can be bolted to death afterwords. it even makes +1ing dangerious each time.
The -1 is a shock. Shocking twice for 2 mana isnt bad at all, but its not awesome. What really makes it good for an aggro deck is the ability to either be damage output as a creature, or pinch removal for your dudes. And if you manage to +1 a few times, 6-8 damage off it (but still over 3-4 turns!) can really help aggro reach. Still, slow, and not overly powerful. Prettty aweful turn 7.
The -4 is really quick. its two activation, and it can ulti, and again, speed over value. giving a upgraded hellspark can end the game in a swarm deck or help get a few blockers out of the way for youre dudes. But even the best situations (nacatl -> walker -> goyf nacatl-> ulti) doesnt guarantee you the win. But its still very good.
I almost think it would be better if it was just 3 for the Ultimate, but the Ult could only target creatures. That way you get it sooner, and it helps keep the board clear, but it doesn't give you a Thorncaster Sliver or a Hellrider. Just kinda completes the effects, ya know?
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Oath of the Gatewatch; the set that caused the competitive community to freak out over Basic Lands.
Power level may be wrong, but the concept is sound.
Gary's Friend - BBBBBBBB
Creature - Demon
Flying, Haste
~ costs B less to cast for each basic swamp you control.
"We're gonna need a bigger card border."
4/3
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Forbidden Idol3 Artifact Creature - Construct Avatar
Forbidden Idol counts as the color or colors which you have the most devotion in.
Forbidden Idol's power and toughness are equal to the amount of devotion you have in the color you have the highest devotion in, plus 1. *+1/*+1
Cosi's ScrierU Creature - Spirit
Whenever a player uses scry, put a +1/+1 counter on ~. 1/1
Titansouls ChantWGG Enchantment
Creatures you control get +1/+1 and reach.
Sacrifice Titansouls Chant: Target creature gets +3/+3, reach, giant type, and is indestructible until end of turn.
Spell Step SoulWUR Creature - Human Monk
Hexproof, Prowess
Whenever you cast a blue non-creature spell, Spell Step Soul gets flying until end of turn.
Whenever you cast a white non-creature spell, Spell Step Soul gets vigilance until end of turn.
Whenever you cast a red non-creature spell, Spell Step Soul gets first-strike until end of turn. 2/3
Monk of PerfectionWWW Creature - Avatar Monk
Indestructible, Prowess 2/2
Loyal Hound1WG Creature - Hound
Vigilance, Persist
Only Loyal Hound's owner may control Loyal Hound. If another player would gain control over it, it's owner does instead.
Each time an opponent attacks you with a creature, casts a spell, or activates an activated ability, loyal hound gets +1/+1 until end of turn. 1/4
Goblin Flayer
When Goblin Flayer enters the battlefield, it deals 1 damage to you
Dash (You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.) 2/2
Search your library for up to 15 cards, exile them, then search your sideboard for the same amount of cards, put those cards on top of your library, then shuffle your library.
Trailblazer Elf1GG Creature - Elf Scout
When Trailblazer Elf enters the battlefield, you may play an additional land this turn.
Dash 1G(You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.) 2/3
Forgettable One1BB Creature - Horror
Flying
When Forgettable One enters the battlefield, target player discards a card at random.
Dash 1BB(You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.) 3/1
Sacred FirebirdRRR Creature - Bird Elemental
Sacred Firebird can't be countered by spells or abilities.
Flying, Protection from Blue and from Black.
When Sacred Firebird leaves the battlefield, it deals 1 damage to target creature or player.
Dash RR(You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.) 2/3
Search your library for up to 15 cards, exile them, then search your sideboard for the same amount of cards, put those cards on top of your library, then shuffle your library.
This is interesting, but why is it blue?
Also, what happens if you cast this spell a second time?
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Search your library for up to 15 cards, exile them, then search your sideboard for the same amount of cards, put those cards on top of your library, then shuffle your library.
This is interesting, but why is it blue?
Also, what happens if you cast this spell a second time?
Inhibitor
Legendary Artifact
Whenever a spell is cast, counter that spell unless its controller pays X, where X is equal to its converted mana cost.
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Spark Eater TitanWU(W/U) Creature - Giant
Flying, Protection from Red.
Whenever an opponent casts an instant or sorcery spell, you gain 1 life.
Creatures you don't control enter the battlefield tapped. 2/4
Beast Eater TitanUB(U/B) Creature - Giant
Deathtouch, Protection from Green.
Whenever an opponent casts a creature spell, it deals damage equal to it's power to them unless they shuffle a card from their hand into their library.
Whenever a land or creature spell is revealed by an opponent after being searched for from their library, it's owner must return a land or creature on the battlefield to their hand and loses 1 life. 1/4
Castle Eater TitanBR(B/R) Creature - Giant
Haste, Protection from White.
If a spell or ability you don't control exiles a card you own, ~ deals 4 damage to the controller of that spell or ability.
At the start of each opponent's upkeep, they must sacrifice a number of permanents equal to the number of enchantments they control, or lose life equal to twice the number of enchantments they control, you gain that much life. 4/2
Wizard Eater TitanRG(R/G) Creature - Giant
~ can't be countered by spells or abilities.
Reach, Protection from Blue.
Permanents you control can't be tapped or sent to your hand by spells or abilities you don't control.
Each time a spell or ability you control is countered by a spell or ability you don't control, the controller of that counter takes 4 damage from ~. 3/4
Shadow Eater TitanWG(G/W) Creature - Giant
If a spell or ability an opponent controls causes you to discard or exile from your hand ~, put it onto the battlefield instead of putting it into your graveyard or exile zone.
Reach, Protection from Black.
Creatures you control can't have their base toughness reduced below their base toughness, their power reduced below their base power, or have -1/-1 counters put on them by spells or abilities you don't control.
Creatures you control can't be destroyed by effects that say destroy from sources you don't control (including damage from creatures with deathtouch). 3/4
Screw you and the color you rode in on!
Steel Eater TitanWRG Creature - Giant
Reach, Protection from Artifacts.
Artifact creatures you don't control get -1/-1.
Artifacts you don't control enter the battlefield tapped. WRG: Exile target artifact. 4/4
Screw artifacts too!
Edit:
Daybright WolfWW Creature - Wolf Elemental
Protection from Black and from Red. 2/2
Aqua WolfUU Creature - Wolf Elemental
Protection from Red and from Green. 2/2
Shadow WolfBB Creature - Wolf Elemental
Protection from White and from Green. 2/2
Lightning WolfRR Creature - Wolf Elemental
Protection from Blue and from White. 2/2
Flowerheart WolfGG Creature - Wolf Elemental
Protection from Black and from Blue. 2/2
You know, when I posted my last post, I thought to myself, how long until AvalonAurora posts a bunch of cards?
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
If allies can hate on an enemy, enemies can love an ally!
Tao OddityUG(G/U) Creature - Avatar
White permanents you control and Plains have hexproof.
White spells you cast have flash.
White creatures you control get +0/+1. 2/4
Purpose OddityWB(W/B) Creature - Avatar
Whenever you play an island or a blue non-creature spell, each opponent loses 1 life and you gain life equal to the total amount of life lost by all opponents.
Whenever you play a blue creature spell, you gain 1 life.
Blue creatures you control get +0/+2 and vigilance. 2/4
Activity OddityUR(U/R) Creature - Avatar
Whenever you play a Swamp, ~ deals 1 damage to target creature or player.
Whenever you play a black spell, you may draw a card, if you do, discard a card.
Black creatures you control get +0/+1. 2/4
Acceptance OddityBG(B/G) Creature - Avatar
Whenever you play a mountain, you may put a card from your graveyard on top of your library.
Whenever you play a red non-creature spell, you may put a -1/-1 on target creature you don't control, if that creature dies this turn, you may put a +1/+1 counter on target red creature you control.
Red creatures you control get +0/+1 and deathtouch. 2/4
Challenge OddityWR(R/W) Creature - Avatar
Whenever a creature deals damage to you, you may have a green creature you control deal damage equal to it's power to that creature.
Whenever you play a Forest or a green non-creature spell, target green permanent or Forest you control gains protection from the color of your choice or from artifacts until end of turn.
Green creatures you control get +0/+1 and first strike. 2/4
Steelkissed OddityWUR Creature - Avatar
Artifact spells you cast and abilities of artifacts you control can't be countered by spells or abilities.
Equip costs of artifact equipment you control cost 1 less.
Artifact creatures you control have +1/+1. 2/4
Inhibitor
Legendary Artifact
Whenever a spell is cast, counter that spell unless its controller pays X, where X is equal to its converted mana cost.
I'm thinking around 4. The effect is in the same ball park as Nether Void though not as powerful. It's not that great against decks with low curves (Delver, Affinity and Burn) and there's no Armageddon, Wasteland or Sinkhole in the format so I think it would be playable at 4 without being busted.
Search your library for up to 15 cards, exile them, then search your sideboard for the same amount of cards, put those cards on top of your library, then shuffle your library.
I would totally use this to board in twin or perfect storm combos in every blue deck haha.
Tap, sacrifice: put a waste counter on target nonbasic land. For as long as that land has a waste counter on it, it has ":symtap:: add 1 to your mana pool," and loses all other abilities and all subtypes it has.
Spark Eater TitanWU(W/U) Creature - Giant
Flying, Protection from Red.
Whenever an opponent casts an instant or sorcery spell, you gain 1 life.
Creatures you don't control enter the battlefield tapped. 2/4
Beast Eater TitanUB(U/B) Creature - Giant
Deathtouch, Protection from Green.
Whenever an opponent casts a creature spell, it deals damage equal to it's power to them unless they shuffle a card from their hand into their library.
Whenever a land or creature spell is revealed by an opponent after being searched for from their library, it's owner must return a land or creature on the battlefield to their hand and loses 1 life. 1/4
Castle Eater TitanBR(B/R) Creature - Giant
Haste, Protection from White.
If a spell or ability you don't control exiles a card you own, ~ deals 4 damage to the controller of that spell or ability.
At the start of each opponent's upkeep, they must sacrifice a number of permanents equal to the number of enchantments they control, or lose life equal to twice the number of enchantments they control, you gain that much life. 4/2
Wizard Eater TitanRG(R/G) Creature - Giant
~ can't be countered by spells or abilities.
Reach, Protection from Blue.
Permanents you control can't be tapped or sent to your hand by spells or abilities you don't control.
Each time a spell or ability you control is countered by a spell or ability you don't control, the controller of that counter takes 4 damage from ~. 3/4
Shadow Eater TitanWG(G/W) Creature - Giant
If a spell or ability an opponent controls causes you to discard or exile from your hand ~, put it onto the battlefield instead of putting it into your graveyard or exile zone.
Reach, Protection from Black.
Creatures you control can't have their base toughness reduced below their base toughness, their power reduced below their base power, or have -1/-1 counters put on them by spells or abilities you don't control.
Creatures you control can't be destroyed by effects that say destroy from sources you don't control (including damage from creatures with deathtouch). 3/4
Screw you and the color you rode in on!
Steel Eater TitanWRG Creature - Giant
Reach, Protection from Artifacts.
Artifact creatures you don't control get -1/-1.
Artifacts you don't control enter the battlefield tapped. WRG: Exile target artifact. 4/4
Screw artifacts too!
Edit:
Daybright WolfWW Creature - Wolf Elemental
Protection from Black and from Red. 2/2
Aqua WolfUU Creature - Wolf Elemental
Protection from Red and from Green. 2/2
Shadow WolfBB Creature - Wolf Elemental
Protection from White and from Green. 2/2
Lightning WolfRR Creature - Wolf Elemental
Protection from Blue and from White. 2/2
Flowerheart WolfGG Creature - Wolf Elemental
Protection from Black and from Blue. 2/2
Beast Eater Titan, Shadow Eater Titan, and Steel Eater Titan are broken. They can't be beaten by the decks that they are made to fight.
Spark Eater TitanWU(W/U) Creature - Giant
Flying, Protection from Red.
Whenever an opponent casts an instant or sorcery spell, you gain 1 life.
Creatures you don't control enter the battlefield tapped. 2/4
Beast Eater TitanUB(U/B) Creature - Giant
Deathtouch, Protection from Green.
Whenever an opponent casts a creature spell, it deals damage equal to it's power to them unless they shuffle a card from their hand into their library.
Whenever a land or creature spell is revealed by an opponent after being searched for from their library, it's owner must return a land or creature on the battlefield to their hand and loses 1 life. 1/4
Castle Eater TitanBR(B/R) Creature - Giant
Haste, Protection from White.
If a spell or ability you don't control exiles a card you own, ~ deals 4 damage to the controller of that spell or ability.
At the start of each opponent's upkeep, they must sacrifice a number of permanents equal to the number of enchantments they control, or lose life equal to twice the number of enchantments they control, you gain that much life. 4/2
Wizard Eater TitanRG(R/G) Creature - Giant
~ can't be countered by spells or abilities.
Reach, Protection from Blue.
Permanents you control can't be tapped or sent to your hand by spells or abilities you don't control.
Each time a spell or ability you control is countered by a spell or ability you don't control, the controller of that counter takes 4 damage from ~. 3/4
Shadow Eater TitanWG(G/W) Creature - Giant
If a spell or ability an opponent controls causes you to discard or exile from your hand ~, put it onto the battlefield instead of putting it into your graveyard or exile zone.
Reach, Protection from Black.
Creatures you control can't have their base toughness reduced below their base toughness, their power reduced below their base power, or have -1/-1 counters put on them by spells or abilities you don't control.
Creatures you control can't be destroyed by effects that say destroy from sources you don't control (including damage from creatures with deathtouch). 3/4
Screw you and the color you rode in on!
Steel Eater TitanWRG Creature - Giant
Reach, Protection from Artifacts.
Artifact creatures you don't control get -1/-1.
Artifacts you don't control enter the battlefield tapped. WRG: Exile target artifact. 4/4
Screw artifacts too!
Edit:
Daybright WolfWW Creature - Wolf Elemental
Protection from Black and from Red. 2/2
Aqua WolfUU Creature - Wolf Elemental
Protection from Red and from Green. 2/2
Shadow WolfBB Creature - Wolf Elemental
Protection from White and from Green. 2/2
Lightning WolfRR Creature - Wolf Elemental
Protection from Blue and from White. 2/2
Flowerheart WolfGG Creature - Wolf Elemental
Protection from Black and from Blue. 2/2
Beast Eater Titan, Shadow Eater Titan, and Steel Eater Titan are broken. They can't be beaten by the decks that they are made to fight.
?
The idea is to force splashes to deal with these, except for Steel Eater Titan, which just needs regular old removal spells, like a simple doom blade or path, but at least survives a common bolt. Only castle eater titan is supposed to die from bolt, mainly because it survives path. These are meant to be deck-killers. Only Steel Eater and Castle Eater are meant to be viable to cast normally, outside of sideboard options for hate against mono-color decks (or artifact decks). It feels like you are complimenting my design with your criticism, based on my intentions behind it. Beast Eater Titan and Shadow Eater Titan actually seemed to be the most narrow ones that are least viable outside of facing the decks they are made to hate against. Except for one, which is vulnerable to lightning bolt instead, all are vulnerable to path to exile, and all except Shadow Eater and Beast eater are vulnerable to Abrupt Decay. They are also all vulnerable to sacrifice effects. Otherwise outside of hate they are semi-decent creatures for their CMC, but not really enough to justify a 3 drop outside of facing a mono-color deck.
Edit: They are also all except Shadow eater vulnerable to Dismember, and all except Spark Eater vulnerable to Flame Slash. They generally seem to have appropriate P/T for their CMC and colors.
Spark Eater TitanWU(W/U) Creature - Giant
Flying, Protection from Red.
Whenever an opponent casts an instant or sorcery spell, you gain 1 life.
Creatures you don't control enter the battlefield tapped. 2/4
Beast Eater TitanUB(U/B) Creature - Giant
Deathtouch, Protection from Green.
Whenever an opponent casts a creature spell, it deals damage equal to it's power to them unless they shuffle a card from their hand into their library.
Whenever a land or creature spell is revealed by an opponent after being searched for from their library, it's owner must return a land or creature on the battlefield to their hand and loses 1 life. 1/4
Castle Eater TitanBR(B/R) Creature - Giant
Haste, Protection from White.
If a spell or ability you don't control exiles a card you own, ~ deals 4 damage to the controller of that spell or ability.
At the start of each opponent's upkeep, they must sacrifice a number of permanents equal to the number of enchantments they control, or lose life equal to twice the number of enchantments they control, you gain that much life. 4/2
Wizard Eater TitanRG(R/G) Creature - Giant
~ can't be countered by spells or abilities.
Reach, Protection from Blue.
Permanents you control can't be tapped or sent to your hand by spells or abilities you don't control.
Each time a spell or ability you control is countered by a spell or ability you don't control, the controller of that counter takes 4 damage from ~. 3/4
Shadow Eater TitanWG(G/W) Creature - Giant
If a spell or ability an opponent controls causes you to discard or exile from your hand ~, put it onto the battlefield instead of putting it into your graveyard or exile zone.
Reach, Protection from Black.
Creatures you control can't have their base toughness reduced below their base toughness, their power reduced below their base power, or have -1/-1 counters put on them by spells or abilities you don't control.
Creatures you control can't be destroyed by effects that say destroy from sources you don't control (including damage from creatures with deathtouch). 3/4
Screw you and the color you rode in on!
Steel Eater TitanWRG Creature - Giant
Reach, Protection from Artifacts.
Artifact creatures you don't control get -1/-1.
Artifacts you don't control enter the battlefield tapped. WRG: Exile target artifact. 4/4
Screw artifacts too!
Edit:
Daybright WolfWW Creature - Wolf Elemental
Protection from Black and from Red. 2/2
Aqua WolfUU Creature - Wolf Elemental
Protection from Red and from Green. 2/2
Shadow WolfBB Creature - Wolf Elemental
Protection from White and from Green. 2/2
Lightning WolfRR Creature - Wolf Elemental
Protection from Blue and from White. 2/2
Flowerheart WolfGG Creature - Wolf Elemental
Protection from Black and from Blue. 2/2
Beast Eater Titan, Shadow Eater Titan, and Steel Eater Titan are broken. They can't be beaten by the decks that they are made to fight.
?
The idea is to force splashes to deal with these, except for Steel Eater Titan, which just needs regular old removal spells, like a simple doom blade or path, but at least survives a common bolt. Only castle eater titan is supposed to die from bolt, mainly because it survives path. These are meant to be deck-killers. Only Steel Eater and Castle Eater are meant to be viable to cast normally, outside of sideboard options for hate against mono-color decks (or artifact decks). It feels like you are complimenting my design with your criticism, based on my intentions behind it. Beast Eater Titan and Shadow Eater Titan actually seemed to be the most narrow ones that are least viable outside of facing the decks they are made to hate against. Except for one, which is vulnerable to lightning bolt instead, all are vulnerable to path to exile, and all except Shadow Eater and Beast eater are vulnerable to Abrupt Decay. They are also all vulnerable to sacrifice effects. Otherwise outside of hate they are semi-decent creatures for their CMC, but not really enough to justify a 3 drop outside of facing a mono-color deck.
Edit: They are also all except Shadow eater vulnerable to Dismember, and all except Spark Eater vulnerable to Flame Slash. They generally seem to have appropriate P/T for their CMC and colors.
Bogles really can't splash a color and Castle Eater Titan destroys it. Why would you make cards that force players to splash a third color unnecessarily?
Boggles? Well, for one, boggles isn't a fair deck, so I don't mind powerful hate against it. For another, Dismember. For another, most creatures in boggles are green or green/blue and big enough to eat Castle Eater Titan in combat if you sacrifice the right stuff, for another, Beast Within. Also, they can take the damage if they really want to keep their stuff, it isn't _that_ huge an amount of damage unless they've stacked way more auras than they need to win the game and already lost a ton of life, or aren't using lifelinking effects. If they side-in lifegaining enchantments, they'll be able to just tank the damage pretty easily, with how much power their creatures tend to wind up with and they wind up lifelinking every turn with trample to ignore the castle eater as a blocker. For another, again, deckmurder is partly the point.
Otherwise, it's a really good design. I'd probably make the ultimate something a little more useful like "-3: CARDNAME deals 1 damage to each creature your opponents control. Creatures dealt damage this way can't block this turn."
Need I remind that it wasn't THAT long ago that Watchwolf was considered pushed? Besides, you get the manamorphose dude + the soulbond haster as a way to pump out crazy starts in RG agro, you don't need a walker that does the same thing with tons of extra upside in a format that already sees UR delver as a problem and the next best answer as a BGx deck with abrupt decays.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
UWB: +1 draw a card, -2 path to exile a creature, -5 demonic tutor, comes in at 2.
"Esper's Dream Planeswalker"
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
I almost think it would be better if it was just 3 for the Ultimate, but the Ult could only target creatures. That way you get it sooner, and it helps keep the board clear, but it doesn't give you a Thorncaster Sliver or a Hellrider. Just kinda completes the effects, ya know?
Gary's Friend - BBBBBBBB
Creature - Demon
Flying, Haste
~ costs B less to cast for each basic swamp you control.
"We're gonna need a bigger card border."
4/3
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Artifact Creature - Construct Avatar
Forbidden Idol counts as the color or colors which you have the most devotion in.
Forbidden Idol's power and toughness are equal to the amount of devotion you have in the color you have the highest devotion in, plus 1.
*+1/*+1
Cosi's Scrier U
Creature - Spirit
Whenever a player uses scry, put a +1/+1 counter on ~.
1/1
Spell Cloak 1U
Enchantment - Aura
Enchant creature.
Enchanted creature gets +0/+3 and hexproof.
Titansouls Chant WGG
Enchantment
Creatures you control get +1/+1 and reach.
Sacrifice Titansouls Chant: Target creature gets +3/+3, reach, giant type, and is indestructible until end of turn.
Spell Step Soul WUR
Creature - Human Monk
Hexproof, Prowess
Whenever you cast a blue non-creature spell, Spell Step Soul gets flying until end of turn.
Whenever you cast a white non-creature spell, Spell Step Soul gets vigilance until end of turn.
Whenever you cast a red non-creature spell, Spell Step Soul gets first-strike until end of turn.
2/3
Monk of Perfection WWW
Creature - Avatar Monk
Indestructible, Prowess
2/2
Loyal Hound 1WG
Creature - Hound
Vigilance, Persist
Only Loyal Hound's owner may control Loyal Hound. If another player would gain control over it, it's owner does instead.
Each time an opponent attacks you with a creature, casts a spell, or activates an activated ability, loyal hound gets +1/+1 until end of turn.
1/4
Goblin Flayer
When Goblin Flayer enters the battlefield, it deals 1 damage to you
Dash (You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.)
2/2
New Year Resolutions 1U
Sorcery
Search your library for up to 15 cards, exile them, then search your sideboard for the same amount of cards, put those cards on top of your library, then shuffle your library.
Creature - Elf Scout
When Trailblazer Elf enters the battlefield, you may play an additional land this turn.
Dash 1G (You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.)
2/3
Forgettable One 1BB
Creature - Horror
Flying
When Forgettable One enters the battlefield, target player discards a card at random.
Dash 1BB (You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.)
3/1
Sacred Firebird RRR
Creature - Bird Elemental
Sacred Firebird can't be countered by spells or abilities.
Flying, Protection from Blue and from Black.
When Sacred Firebird leaves the battlefield, it deals 1 damage to target creature or player.
Dash RR (You may cast this spell for its dash cost. If you do,
it gains haste, and it's returned from the battlefield to its owner's
hand at the beginning of the next end step.)
2/3
This is interesting, but why is it blue?
Also, what happens if you cast this spell a second time?
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Hehe to be honest I didn't put so much thought into it. I guess it's blue because it reminds me of Research // Development and Selective Memory
Maybe the wording should be "up to the number of cards you own outside of the game" instead of "up to 15 cards"
Inhibitor
Legendary Artifact
Whenever a spell is cast, counter that spell unless its controller pays X, where X is equal to its converted mana cost.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Spark Eater Titan WU(W/U)
Creature - Giant
Flying, Protection from Red.
Whenever an opponent casts an instant or sorcery spell, you gain 1 life.
Creatures you don't control enter the battlefield tapped.
2/4
Beast Eater Titan UB(U/B)
Creature - Giant
Deathtouch, Protection from Green.
Whenever an opponent casts a creature spell, it deals damage equal to it's power to them unless they shuffle a card from their hand into their library.
Whenever a land or creature spell is revealed by an opponent after being searched for from their library, it's owner must return a land or creature on the battlefield to their hand and loses 1 life.
1/4
Castle Eater Titan BR(B/R)
Creature - Giant
Haste, Protection from White.
If a spell or ability you don't control exiles a card you own, ~ deals 4 damage to the controller of that spell or ability.
At the start of each opponent's upkeep, they must sacrifice a number of permanents equal to the number of enchantments they control, or lose life equal to twice the number of enchantments they control, you gain that much life.
4/2
Wizard Eater Titan RG(R/G)
Creature - Giant
~ can't be countered by spells or abilities.
Reach, Protection from Blue.
Permanents you control can't be tapped or sent to your hand by spells or abilities you don't control.
Each time a spell or ability you control is countered by a spell or ability you don't control, the controller of that counter takes 4 damage from ~.
3/4
Shadow Eater Titan WG(G/W)
Creature - Giant
If a spell or ability an opponent controls causes you to discard or exile from your hand ~, put it onto the battlefield instead of putting it into your graveyard or exile zone.
Reach, Protection from Black.
Creatures you control can't have their base toughness reduced below their base toughness, their power reduced below their base power, or have -1/-1 counters put on them by spells or abilities you don't control.
Creatures you control can't be destroyed by effects that say destroy from sources you don't control (including damage from creatures with deathtouch).
3/4
Screw you and the color you rode in on!
Steel Eater Titan WRG
Creature - Giant
Reach, Protection from Artifacts.
Artifact creatures you don't control get -1/-1.
Artifacts you don't control enter the battlefield tapped.
WRG: Exile target artifact.
4/4
Screw artifacts too!
Edit:
Daybright Wolf WW
Creature - Wolf Elemental
Protection from Black and from Red.
2/2
Aqua Wolf UU
Creature - Wolf Elemental
Protection from Red and from Green.
2/2
Shadow Wolf BB
Creature - Wolf Elemental
Protection from White and from Green.
2/2
Lightning Wolf RR
Creature - Wolf Elemental
Protection from Blue and from White.
2/2
Flowerheart Wolf GG
Creature - Wolf Elemental
Protection from Black and from Blue.
2/2
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Tao Oddity UG(G/U)
Creature - Avatar
White permanents you control and Plains have hexproof.
White spells you cast have flash.
White creatures you control get +0/+1.
2/4
Purpose Oddity WB(W/B)
Creature - Avatar
Whenever you play an island or a blue non-creature spell, each opponent loses 1 life and you gain life equal to the total amount of life lost by all opponents.
Whenever you play a blue creature spell, you gain 1 life.
Blue creatures you control get +0/+2 and vigilance.
2/4
Activity Oddity UR(U/R)
Creature - Avatar
Whenever you play a Swamp, ~ deals 1 damage to target creature or player.
Whenever you play a black spell, you may draw a card, if you do, discard a card.
Black creatures you control get +0/+1.
2/4
Acceptance Oddity BG(B/G)
Creature - Avatar
Whenever you play a mountain, you may put a card from your graveyard on top of your library.
Whenever you play a red non-creature spell, you may put a -1/-1 on target creature you don't control, if that creature dies this turn, you may put a +1/+1 counter on target red creature you control.
Red creatures you control get +0/+1 and deathtouch.
2/4
Challenge Oddity WR(R/W)
Creature - Avatar
Whenever a creature deals damage to you, you may have a green creature you control deal damage equal to it's power to that creature.
Whenever you play a Forest or a green non-creature spell, target green permanent or Forest you control gains protection from the color of your choice or from artifacts until end of turn.
Green creatures you control get +0/+1 and first strike.
2/4
Steelkissed Oddity WUR
Creature - Avatar
Artifact spells you cast and abilities of artifacts you control can't be countered by spells or abilities.
Equip costs of artifact equipment you control cost 1 less.
Artifact creatures you control have +1/+1.
2/4
I'm thinking around 4. The effect is in the same ball park as Nether Void though not as powerful. It's not that great against decks with low curves (Delver, Affinity and Burn) and there's no Armageddon, Wasteland or Sinkhole in the format so I think it would be playable at 4 without being busted.
I'd love a card like that in the format btw.
I would totally use this to board in twin or perfect storm combos in every blue deck haha.
Land
Tap: add 1 to your mana pool.
Tap, sacrifice: put a waste counter on target nonbasic land. For as long as that land has a waste counter on it, it has ":symtap:: add 1 to your mana pool," and loses all other abilities and all subtypes it has.
Nomadic Wolverine G
Creature- Wolverine
Nomadic Wolverine can't be targeted by intants or enchantments.
Nomadic Wolverine gets +2/+2 as long as you control a Mountain, a Plains, and a creature card in your graveyard.
There should be enough conditions on it to make it balanced (maybe)
Beast Eater Titan, Shadow Eater Titan, and Steel Eater Titan are broken. They can't be beaten by the decks that they are made to fight.
Storm Crow is strictly worse than Seacoast Drake.
?
The idea is to force splashes to deal with these, except for Steel Eater Titan, which just needs regular old removal spells, like a simple doom blade or path, but at least survives a common bolt. Only castle eater titan is supposed to die from bolt, mainly because it survives path. These are meant to be deck-killers. Only Steel Eater and Castle Eater are meant to be viable to cast normally, outside of sideboard options for hate against mono-color decks (or artifact decks). It feels like you are complimenting my design with your criticism, based on my intentions behind it. Beast Eater Titan and Shadow Eater Titan actually seemed to be the most narrow ones that are least viable outside of facing the decks they are made to hate against. Except for one, which is vulnerable to lightning bolt instead, all are vulnerable to path to exile, and all except Shadow Eater and Beast eater are vulnerable to Abrupt Decay. They are also all vulnerable to sacrifice effects. Otherwise outside of hate they are semi-decent creatures for their CMC, but not really enough to justify a 3 drop outside of facing a mono-color deck.
Edit: They are also all except Shadow eater vulnerable to Dismember, and all except Spark Eater vulnerable to Flame Slash. They generally seem to have appropriate P/T for their CMC and colors.
Bogles really can't splash a color and Castle Eater Titan destroys it. Why would you make cards that force players to splash a third color unnecessarily?
Storm Crow is strictly worse than Seacoast Drake.
Land
: Add W to your mana pool
Reveal a card from your Hand: Target creature gets +0/+1 until end of turn. Activate this ability only once each turn.